feat(replay): add framebuffer hashing and snapshots
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using System.Globalization;
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using Chip8.Core;
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namespace Chip8.Replay;
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public static class FramebufferHash
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{
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const ulong fnvOffsetBasis = 14695981039346656037UL;
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const ulong fnvPrime = 1099511628211UL;
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public static ulong compute(Machine machine) => compute(FramebufferSnapshot.capture(machine));
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public static ulong compute(FramebufferSnapshot snapshot)
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{
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ulong hash = fnvOffsetBasis;
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hash = mix(hash, (byte)(snapshot.width & 0xFF));
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hash = mix(hash, (byte)((snapshot.width >> 8) & 0xFF));
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hash = mix(hash, (byte)(snapshot.height & 0xFF));
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hash = mix(hash, (byte)((snapshot.height >> 8) & 0xFF));
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foreach (byte color in snapshot.colors)
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{
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hash = mix(hash, color);
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}
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return hash;
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}
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public static ulong computeWithRegisters(Machine machine)
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{
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ulong hash = compute(machine);
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foreach (byte register in machine.v)
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{
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hash = mix(hash, register);
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}
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hash = mix16(hash, machine.i);
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hash = mix16(hash, machine.pc);
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hash = mix(hash, machine.sp);
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hash = mix(hash, machine.delayTimer);
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hash = mix(hash, machine.soundTimer);
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return hash;
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}
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public static string toHex(Machine machine) => format(compute(machine));
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public static string format(ulong hash) => hash.ToString("X16", CultureInfo.InvariantCulture);
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static ulong mix(ulong hash, byte value)
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{
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hash ^= value;
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hash *= fnvPrime;
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return hash;
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}
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static ulong mix16(ulong hash, ushort value)
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{
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hash = mix(hash, (byte)(value & 0xFF));
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hash = mix(hash, (byte)((value >> 8) & 0xFF));
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return hash;
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}
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}
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